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Posts posted by xazax
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I think that is not possible to implement it efficiently, the only way is some hack in clif_send but I do not recommend you to edit that code unless you know what you are doing,
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Hi!
There are several considerations you have to make:
* All of the participants of the trade needs to have the trade card?
* Are there specific trade cards for specific items, or only one trade card that makes it possible to trade other items?
Anyways if only one of the participants do need to have a trade card, you can implement similar functionality without any source edit.
An npc can add a player to a group, which have the permission to trade those items, while the normal group of playerd don't.
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What is the revision of the emulator you use? Is it eAthena or rAthena? In rAthena db is split to re/pre-re. If you do not have a re folder in your db folder you are probably using eAthena or old version of rAthena and those are not supported at the moment.
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Added a new feature. From now on there is a new script editor window for itemscripts.
It automagically appends new lines and do syntax highlighting for smoother item scripting. In the future it is planned to add auto completion and auto indenting and make the dialog resizable to make it a full featured script editor dialog (maybe it will have futer usage in this tool, for example drag and drop shop generation etc).
Furthermore some memory leaks were plugged, it is one of the main goal, to not to have any other dependency than Qt, and remain low on resource usage.
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3401
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When I was running a server, our policy was: we never even tried to trace stolen stuff, because it is the player's mistake if it was stolen.
Every single time it turned out, the player gave out his or her password. However we developed our own CP, had our own packet encryption mechanism, and only stored salted password hashes in our database, so even GMs could not tell a player his or her password.
I admit that, the defaults of eA/rA is very insecure, so players usually can say that, they did not give away ( even if most of the time they did ), so indeed it is an useful feature.
If the implementation is not messy, I agree with adding it.
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My problem is with stackable items, because if we add uids, users will definitely want them to work with cards.
And to proper tracking each card should have it's own uid in the stack.
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New version:
- NEW FEATURE: Import from SQL.
- Unused tabs were removed.
- Renewal mode have effect on SQL imports/exports.
- Better error handling.
- Other bugfixes.
- NEW FEATURE: Import from SQL.
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For what reason do we need uids?
To track down item duplication bugs? In that case, as far as I know, cards are stackable, still those are the most valuable items in the game. Is there any dupe report at all?
If no, and server owners want this feature to track corrupt GMs and stolen items from (hijacked) accounts, I think it is their responsibility to get good staff, and secure his/her control panel.
I think, it is not worth bothering implementing uids, because with the current desing it would be very time consuming to implement it properly, and with a secure CP and trusted GM staff it has no use.
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3368
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Feel free to work on it, and as long as it is tested against kRO, I will welcome any change.
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3349
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Yeah, as far as I can see, it would definitely involve giving the database some kind of version.
After that, there are 2 options:
* Hardcoded updates on startup
* Execute formatted .sql files from a folder on startup.
One must be able to disable this feature though, because it is a security hole, and you need to set less strict premissions to your server's mysql user. ( however I guess most user do not bother much with permission anyways )
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Oh, I see your point now
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I think it is possible to create an optional step: importing the whole item_db.txt or item_db.sql to sql at startup. But I don't really see the point in of this feature.
What would be more useful, and still possible to implement is: to create a post commit hook, that monitors for db changes, and if item_db or mob_db changes, do automatic conversion, and a commit. This way the sql files would be 100% percent up to date all time.
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3253
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the "-s in itemscripts are not escaped. Is this intentional?
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how do we handle atk:matk stuff in item_db-re.sql?
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That would also need some tweaking on the server side, to support.
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3225
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New version released.
New major feature: exporting mob and item DBs to SQL.
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Great, darling!
I had some spare minutes today in work, and implemented SQL export into my database editor, and I noticed a few diffs from item_db.The most important one, combo codes weren't removed from item_db.sql files, so maybe they are applied twice on some servers, using SQL item dbs.
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3218
quest system is fat. ohmy very fat.
in Implemented
Posted
We can use our in memory databases. Hopefully we won't implement any leak. I vote for yes.